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Posted

Hello,

 

I'm currently creating an activator/item that will display a message when it is dropped. For example, mods like simple camping, where you drop the sleeping back and have options when you activate it. However, I'm not to shabby with the scripts. I do know that I will most likely need a static object to drop, or "placeatme" and an invisible activator to start the message to display options. Any help is appreciated and will be credited upon publishing of the mod that I'm using this for.

 

Thank You,

Plarux

Posted (edited)

There's a bunch of different ways to do this, one I mostly use is:

 

MiscItem with no components sits in Misc inventory. Use the same model as the world activator. Attach a script that will look something like:

Activator Property myActivator Auto Const Mandatory
Message   property myMessage   Auto Const Mandatory 

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
If (akNewContainer == None) ;dropped on ground
  self.Disable()           
  self.PlaceAtMe(myActivator) 
  self.Delete()
  myMessage.Show() 
EndIf
EndEvent

An activator has a single activate prompt, add a second with an Add Activate perk on the player. Have fun.

Edited by SKK50
Posted (edited)
  On 4/11/2019 at 7:09 PM, SKK50 said:

There's a bunch of different ways to do this, one I mostly use is:

 

MiscItem with no components sits in Misc inventory. Use the same model as the world activator. Attach a script that will look something like:

Activator Property myActivator Auto Const Mandatory
Message   property myMessage   Auto Const Mandatory 

Event OnContainerChanged(ObjectReference akNewContainer, ObjectReference akOldContainer)
If (akNewContainer == None) ;dropped on ground
  self.Disable()           
  self.PlaceAtMe(myActivator) 
  self.Delete()
  myMessage.Show() 
EndIf
EndEvent

An activator has a single activate prompt, add a second with an Add Activate perk on the player. Have fun.

 

If I were to want a crafting menu to appear on a certain option on the message, do you know how I might make that possible without any animations like the chem station has?

 

Also, thank you for this! It's a huge help.

Edited by Plarux
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